RPG Maker MV / MZ Script Call List

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Started by Archeia 569 posts Page 7 of 29 View original ↗
  1. Zitrone said:
    Hey guys,

    how do i use the

    AudioManager.playSe();I have     AudioManager.playSe('Fire2', 100,100, 0  )    but nothing happens :/

    Sound Object: { name: filename, volume: n, pitch: n, pan: n }

    pls help, I'm lost when my menu doesn't make sounds.
    An object is a type of variable in JS, similar to a hash in Ruby (very, very similar, in fact). Use this:

    AudioManager.playSe({name: "Fire2", volume: 100, pitch: 100, pan: 0, pos: 0})Pos is optional if you want it to start at the beginning, but i felt it was necessary to show it's an option.
  2. Zalerinian said:
    An object is a type of variable in JS, similar to a hash in Ruby (very, very similar, in fact). Use this:

    AudioManager.playSe({name: "Fire2", volume: 100, pitch: 100, pan: 0, pos: 0})Pos is optional if you want it to start at the beginning, but i felt it was necessary to show it's an option.
    Thx Zalerinan,

    now i have Sounds and I know how to use Objects ;)
  3. Has $game_player.region_id==x been updated?
  4. Is there any easy way to assign a variable to the current event's id?  I think I am just brain dead from working and I feel like it's something really easy, but too many energy drinks and hours on the computer is fogging me.
  5. @krizmn 

    In a map event:

    this.eventId()in the Control Variables dialog > Script. Should work.
  6. Haha, thanks.  That solves so many issues.  :)
  7. Is there any easy way to check if the party is in a battle?  I found it in Ace but not MV.  Just trying to script some spells to work differently outside of combat.
  8. krizmn said:
    Is there any easy way to check if the party is in a battle?  I found it in Ace but not MV.  Just trying to script some spells to work differently outside of combat.
    Try:

    Code:
    $gameParty.inBattle()
  9. is there a way to remove a parameter buff from enemies with a script call?

    I want an enemy to give a parameter buff (99turns lol) to all enemies that lasts until it dies. So I have a battle event that goes off when that enemy is at 0% HP and i want it to remove the buff from the remaining enemies.

    I can't use states because of a plug I use that raises buffs by a number not a % and states won't do it.
  10. In Ace there was a simple script to check if anyone in the party had a state.  I have looked through the JS code and can only seem to find a way to remove all states. 

    I just didn't know if there was something already in place, otherwise I can write something later.  Just trying to minimize my work load.
  11. Don't want to start a new topic, so asking here.. I have a common event that needs to run every time the player changes equipment.

    But I don't want my parallel process run the check constantly, so I want it to only run whenever the player opens the menu.

    I found the script call for the menu here.

    SceneManager.push(Scene_Menu);
    But when I do conditional branch for script, this line doesn't work, so I need something else added to it.. But I have no Javascript knowledge.

    Anyone able to help?

    Edit: Workaround for my problem was to just make a conditional branch for button press Cancel. However, I am still interested in knowing the answer to my original question.
  12. Hey weren't you the person that had an press turn system for rpg maker vx ace? If yes then pls remake it for MV
  13. I'm having a lot of trouble with Call Event. In the google doc it suggests that you can run $gameMap.event() with a second argument giving the page number that you want to run. However in practice I've found that this only accepts a single argument (eventID).

    Any advice? Or any equivalent for Yanfly's excellent Call Event Script from VXA?

    EDIT:

    Figured out how to do this with a couple of script calls, although it still feels a bit messy.

    $gameMap.event(EventID)._pageIndex = PageID;$gameMap.event(EventID).start();Was messing it up before because I forgot pageIndex was case sensitive. Silly me!
  14. Hi again,

    I wonder if any of you guys know the RMMV script calls for these RMVXA script calls below?

    DataManager.save_game(0)SceneManager.goto(Scene_Map)
    Code:
    @gold_window = Window_Gold.new@gold_window.x = 0@gold_window.y = 0
    Thanks for at least reading~~
  15. Hi,

    I was confused by the end of the list-- where you have some Ruby script side by side with the JS equivalents.  I didn't realize they were different languages.  I was trying to identify states, and couldn't figure out why the Ruby code was crashing.  I think it would be helpful if you clarified that.

    Otherwise this spreadsheet has been the most useful thing in the world.  It's really nice to have so many useful pieces in one place.

    Thank you.
  16. Can someone help me?
    I need a small script that is really basic but my head hurts after 10h+ non-stop RPG Maker MV

    A script to change the value of the variable 10 to 1 or 2 (random)
    A script that reads == instead of >= like the preset option in RPG Maker MV
    So that I can create a random if else statement within the variable 10 and could change it to 0 after every run for a puzzle in my game.

    Thanks
  17. That's a bit confusing.

    Why do you need a script for this?  You can already do it through event commands.
  18. Because I can't find a good solution for it. I made a complex event and need this to make it work. I'm not so good in this I guess.
  19. Hey guys I want my event to wait a random number of frames (from 10-15) and I use

    $gameInterpreter.wait(frames);Frames would be the random number. But even if I replace frames with a fixed amount like 10 it always says $gameInterpreter is not defined. Where is my mistake?
  20. metronome said:
    Hi again,

    I wonder if any of you guys know the RMMV script calls for these RMVXA script calls below?

    DataManager.save_game(0)SceneManager.goto(Scene_Map)
    Code:
    @gold_window = Window_Gold.new@gold_window.x = 0@gold_window.y = 0
    Thanks for at least reading~~

    Sorry for asking again~~

    Nothing for this in RMMV script call?

    Thanks.